clash
2017-04-13, 09:01 AM
So this is a work in progress but wanted to get some feedback on what you thought of the ideas, and anything that is glaringly broken.
HIT POINTS
Hit Dice: d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution Modifier
Hit Points at Higher Levels: 1d10 + your Constitution Modifier
PROFICIENCIES
Armor: All armor, shields
Weapons: Simple and Martial Weapons
Tools: None
Saving Throws: Charisma, Constitution
Skills: Choose two skills from Acrobatics, Athletics, Deception, History, Insight, Intimidation, Persuasion, Perception, and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
Tactician
Level
Proficiency Bonus
Features
1st
+2
Beginner Tactics
2nd
+2
Fighting Style, Tactical Sense
3rd
+2
Strategy
4th
+2
Ability Score Improvement
5th
+3
Tactical command
6th
+3
Strategy
7th
+3
Intermediate Tactics
8th
+3
Ability Score Improvement
9th
+4
A step ahead
10th
+4
Strategy
11th
+4
Command expert
12th
+4
Ability Score Improvement
13th
+5
Advanced Tactics
14th
+5
Mental Fortress
15th
+5
Strategy
16th
+5
Ability Score Improvement
17th
+6
Master Commander
18th
+6
Master Tactics
19th
+6
Ability Score Improvement
20th
+6
Strategy
1 Beginner Tactics
Choose one of the following abilities:
Flanking - When you and an ally are within 5ft of the same enemy, you can use the help action as a bonus action so long as you are helping the specified ally.
Shieldmate - When you are wielding a shield all allies within 5ft of you gain +1 to their ac
Combat lines - Allies behind you are treated as heavily obscured and you gain heavy obscurment when positioned behind allies.
2 Tactical Sense
You gain a sense of where your allies are at all times so that you can issue meaningful battle commands. You are aware of location of all friendly creatures within 60ft of you.
2 Fighting Style
Starting at level 2 you may choose a fighting style from defense, dueling, protection or archery
5 Tactical command
As a bonus action you can command an ally. They can use their reaction to take the Attack (one weapon attack only), Move up to their movement speed, Disengage, Hide, or Use an Object action as you command.
7 Intermediate Tactics
Choose one of the following abilities:
Drag to safety - You or an ally you command can drag a prone ally at their full movement speed and do not provoke attacks of opportunities while doing so.
Hit and Run - You and any ally you command do not provoke attacks of opportunity from any creature you successfully hit with an melee attack.
High Ground - You and any ally you command make ranged attack rolls with advantage if your are at a higher elevation than your target
9 A Step Ahead
When it comes to tactics being one step ahead of your opponent is have the battle. You are never surprised and have advantage on initiative checks.
11 Command Expert
When you use the command action the ally you command can take 2 command actions but he cannot take 2 of the same action.
13 Advanced Tactics
Choose one of the following abilities:
Back to Back - You and an ally can fight back to back to gain a defensive edge. While you are in this position you or your ally can impose disadvantage on the attack roll when attacked as a reaction.
Spell and Steel - When you or an ally you command attacks a creature it has disadvantage on its next save against a spell cast before your next turn.
14 Mental Fortress
You gain Proficiency in Wisdom saves.
17 Master Commander
When you use the command action you may command 2 allies instead of one. This effect stacks with command expert.
18 Master Tactics
Choose one of the following abilities:
Hold the line - If you are adjacent to at least one ally you can decide to hold the line. You and your ally become immune to all forced movement and every turn you do not move and remain adjacent to the ally you and your ally gain cummlative +1 bonus to ac to a max of +5. 1/long rest.
Blitzkrieg - In the first round of combat you may use your command action to command each of your allies. This effect stacks with command expert. 1/long rest.
Strategy
Traps
3: Combat traps
During a long rest you build traps that can be set easily during combat. You may build a number of traps equal to your dexterity modifer.
You learn 3 traps from the list of options available. As an action you may set a trap. When a creature enters the same space as the trap the traps goes off. You learn another 2 traps at levels 6, 10, 15, and 20.
I dont have the traps created yet, but will be working on them
6: Trap expert
You gain advanatage on any saving throw made to avoid the effects of a trap. As well you learn to craft traps during a short rest as well as a long one.
10: Improved traps
Each of your traps can be set to trigger in a 10 ft radius around where the trap is set or to affect all the creatures in a 10ft radius when it goes off.
15: Scavenge
Anytime you use at least one trap in combat you can scavenge together the parts of your used traps to recover one expended trap after combat.
20: Ambush
You become adept at laying ambushes and taking advantage of them. Your traps deal double damage to a surprised enemy and anytime you or an ally you command attacks a suprised enemy, you may make one additional attack as part of the action.
Arms
3: Stances
As a bonus action you may activate a stance. Once activated it remains until you change stances or have a long or short rest.
Offensive - When you use the attack action, you may make an attack as a bonus action
Defensive - When you take the dash or disengage actions you may dodge as a bonus action
Balanced - When you take the dodge action you may make one attack as a bonus action
6: Pincer Attack
You know how to cut off an enemies escape by attacking it from both sides. If you and a creature you command both hit the same target the targets speed is reduced to 0 until the start of your next turn.
10: Warning Shout
When an ally you can see is attacked you may use your reaction to impose disadvantage on the attack roll. You can do this a numnber of times equal to your charisma modifer before taking a long rest.
15: Divide and Conquer
Anytime you successfully shove a creature it's movement provokes opurtunity attacks as if it had moved willingly.
20: Inspiring Leader
Your presence inspires allies to keep fighting regardless of the odds against them. Any ally that can see you at the start of it's turn gains temp hp equal to your charisma modifer.
Infiltration
3: Team Stealth
You have instructed your team in the art of stealth. You can hide as a bonus action and you and allies you designate can add your charisma modifer to any dexterity(stealth) checks they make if they are within 30ft of you.
6: Silent Takedown
You have mastered the art of taking down creatures without making any noise. Anytime you or a creature you command reduces a creature to 0hp your position is not revealed as a result of the attack.
10: Code of Silence
You have sworn to the code of silence and will never sell out your team or reveal secret information. You gain immunity to the charmed condition. You cannot be compelled to tell the truth by any means and magic cannot be used to reveal if your words are true.
15: Lay of the Land
Anytime you infiltrate a place you plan ahead learning the lay of the land and how best to overcome it's obstacles. You gain advantage on all strength athletics checks made to jump or climb if you spend 1 minute studying the obstacle.
20: Cloak of Shadows
As an action you enshroud your allies in shadows. You and each ally becomes invisible for 1 minute and each ally within 30ft of you can immediately use their reaction to hide. Once you use this ability you can't use it again until you complete a short or long rest. An creature under the affects of this ability becomes visible if it attacks or casts a spell.
HIT POINTS
Hit Dice: d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution Modifier
Hit Points at Higher Levels: 1d10 + your Constitution Modifier
PROFICIENCIES
Armor: All armor, shields
Weapons: Simple and Martial Weapons
Tools: None
Saving Throws: Charisma, Constitution
Skills: Choose two skills from Acrobatics, Athletics, Deception, History, Insight, Intimidation, Persuasion, Perception, and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
Tactician
Level
Proficiency Bonus
Features
1st
+2
Beginner Tactics
2nd
+2
Fighting Style, Tactical Sense
3rd
+2
Strategy
4th
+2
Ability Score Improvement
5th
+3
Tactical command
6th
+3
Strategy
7th
+3
Intermediate Tactics
8th
+3
Ability Score Improvement
9th
+4
A step ahead
10th
+4
Strategy
11th
+4
Command expert
12th
+4
Ability Score Improvement
13th
+5
Advanced Tactics
14th
+5
Mental Fortress
15th
+5
Strategy
16th
+5
Ability Score Improvement
17th
+6
Master Commander
18th
+6
Master Tactics
19th
+6
Ability Score Improvement
20th
+6
Strategy
1 Beginner Tactics
Choose one of the following abilities:
Flanking - When you and an ally are within 5ft of the same enemy, you can use the help action as a bonus action so long as you are helping the specified ally.
Shieldmate - When you are wielding a shield all allies within 5ft of you gain +1 to their ac
Combat lines - Allies behind you are treated as heavily obscured and you gain heavy obscurment when positioned behind allies.
2 Tactical Sense
You gain a sense of where your allies are at all times so that you can issue meaningful battle commands. You are aware of location of all friendly creatures within 60ft of you.
2 Fighting Style
Starting at level 2 you may choose a fighting style from defense, dueling, protection or archery
5 Tactical command
As a bonus action you can command an ally. They can use their reaction to take the Attack (one weapon attack only), Move up to their movement speed, Disengage, Hide, or Use an Object action as you command.
7 Intermediate Tactics
Choose one of the following abilities:
Drag to safety - You or an ally you command can drag a prone ally at their full movement speed and do not provoke attacks of opportunities while doing so.
Hit and Run - You and any ally you command do not provoke attacks of opportunity from any creature you successfully hit with an melee attack.
High Ground - You and any ally you command make ranged attack rolls with advantage if your are at a higher elevation than your target
9 A Step Ahead
When it comes to tactics being one step ahead of your opponent is have the battle. You are never surprised and have advantage on initiative checks.
11 Command Expert
When you use the command action the ally you command can take 2 command actions but he cannot take 2 of the same action.
13 Advanced Tactics
Choose one of the following abilities:
Back to Back - You and an ally can fight back to back to gain a defensive edge. While you are in this position you or your ally can impose disadvantage on the attack roll when attacked as a reaction.
Spell and Steel - When you or an ally you command attacks a creature it has disadvantage on its next save against a spell cast before your next turn.
14 Mental Fortress
You gain Proficiency in Wisdom saves.
17 Master Commander
When you use the command action you may command 2 allies instead of one. This effect stacks with command expert.
18 Master Tactics
Choose one of the following abilities:
Hold the line - If you are adjacent to at least one ally you can decide to hold the line. You and your ally become immune to all forced movement and every turn you do not move and remain adjacent to the ally you and your ally gain cummlative +1 bonus to ac to a max of +5. 1/long rest.
Blitzkrieg - In the first round of combat you may use your command action to command each of your allies. This effect stacks with command expert. 1/long rest.
Strategy
Traps
3: Combat traps
During a long rest you build traps that can be set easily during combat. You may build a number of traps equal to your dexterity modifer.
You learn 3 traps from the list of options available. As an action you may set a trap. When a creature enters the same space as the trap the traps goes off. You learn another 2 traps at levels 6, 10, 15, and 20.
I dont have the traps created yet, but will be working on them
6: Trap expert
You gain advanatage on any saving throw made to avoid the effects of a trap. As well you learn to craft traps during a short rest as well as a long one.
10: Improved traps
Each of your traps can be set to trigger in a 10 ft radius around where the trap is set or to affect all the creatures in a 10ft radius when it goes off.
15: Scavenge
Anytime you use at least one trap in combat you can scavenge together the parts of your used traps to recover one expended trap after combat.
20: Ambush
You become adept at laying ambushes and taking advantage of them. Your traps deal double damage to a surprised enemy and anytime you or an ally you command attacks a suprised enemy, you may make one additional attack as part of the action.
Arms
3: Stances
As a bonus action you may activate a stance. Once activated it remains until you change stances or have a long or short rest.
Offensive - When you use the attack action, you may make an attack as a bonus action
Defensive - When you take the dash or disengage actions you may dodge as a bonus action
Balanced - When you take the dodge action you may make one attack as a bonus action
6: Pincer Attack
You know how to cut off an enemies escape by attacking it from both sides. If you and a creature you command both hit the same target the targets speed is reduced to 0 until the start of your next turn.
10: Warning Shout
When an ally you can see is attacked you may use your reaction to impose disadvantage on the attack roll. You can do this a numnber of times equal to your charisma modifer before taking a long rest.
15: Divide and Conquer
Anytime you successfully shove a creature it's movement provokes opurtunity attacks as if it had moved willingly.
20: Inspiring Leader
Your presence inspires allies to keep fighting regardless of the odds against them. Any ally that can see you at the start of it's turn gains temp hp equal to your charisma modifer.
Infiltration
3: Team Stealth
You have instructed your team in the art of stealth. You can hide as a bonus action and you and allies you designate can add your charisma modifer to any dexterity(stealth) checks they make if they are within 30ft of you.
6: Silent Takedown
You have mastered the art of taking down creatures without making any noise. Anytime you or a creature you command reduces a creature to 0hp your position is not revealed as a result of the attack.
10: Code of Silence
You have sworn to the code of silence and will never sell out your team or reveal secret information. You gain immunity to the charmed condition. You cannot be compelled to tell the truth by any means and magic cannot be used to reveal if your words are true.
15: Lay of the Land
Anytime you infiltrate a place you plan ahead learning the lay of the land and how best to overcome it's obstacles. You gain advantage on all strength athletics checks made to jump or climb if you spend 1 minute studying the obstacle.
20: Cloak of Shadows
As an action you enshroud your allies in shadows. You and each ally becomes invisible for 1 minute and each ally within 30ft of you can immediately use their reaction to hide. Once you use this ability you can't use it again until you complete a short or long rest. An creature under the affects of this ability becomes visible if it attacks or casts a spell.